animations.
DLLs have been modified since the last release.
General description :
This mod adds 3 weapons to RtCW (single player only) :
- K43 (bank 4, 7.92mm) : German semi-auto rifle, as powerful and accurate as the Mauser.
- PPSh (bank 5, .45cal) : Russian submachinegun, with a large magazine and high rate of fire.
- MP44 (bank 5, 9mm) : German assault rifle.

then the
defulat RTCW commands.
Default RTCW allie voice commands: 55
LT. TROCH\'s allie voice commands: 169
Default RTCW axis voice commands: 55
LT. TROCH\'s axis voice commands: 157
Thats a total of 353 speech/voice commands in this mod. 243 more then the
defualt RTCW speech/voice commands
The EXTRA VOICE COMMANDS (see below) are more realistic to WWII and provide a
better communication
between players and the team. The extra voice commands can be used by (binding)
the /vsay &
/vsay_team commands (see below for details).
The sound mod consists of 2 files (Z_ICE_Sound_File.pk3 &
Z_ICE_German_Sounds.pk3) One for the
main sounds & allie voice commands. And the second for the axis (German) voice
commands. The axis file
as german speech with english text. The reason behind a seprate file for axis
is.. If you do not like
the German speach you can delte this file and still keep the wicked sound mod
and the allie voice commands

soldier and the bots can utilize all of the weapons including grenades, the knife, airstrike cans and artillery.
An enhanced waypoint editor with many advanced features and console commands to add bot support for any custom or standard RTCW multiplayer map (excluding maps made for specific mods).
The ability to create custom map specific bot configurations and server settings. As well as the ability to create custom bots for use by defining name, team, class and weapon.
Support for up to 32 bots in a single match. (64 bots are not supported due to CPU/Memory issues)
Full chat command support, bots will call for medics, say great shot, welcome you when you join a game, taunt the enemy, and much more. Bots also respond to chats like medic, need ammo, etc, etc.
An enhanced scripting system which allows a waypointer to customize how a map is played by the bots at given intervals throughout the match.
Full support for both Objective (Multiplayer or Stopwatch) and Checkpoint game modes as well as plain old Deathmatch.
Support for ALL original RTCW maps (including GOTY maps and maps that came with various patches) as well as many custom RTCW maps and more is being added.
Support for Internet & LAN servers for admins who want to run bots with public players.
A unique main menu GUI.
Certain Shrub/Bani mod additions such as medics being able to toss medic packs while underwater, pack droping when LT\'s/Medics enter limbo, and some others.
The bots can camp, snipe, plant dyno, defuse dyno, cap flags, climb ladders, and much more.
The FG42 Paratroop Rifle fully implemented as an additional Soldier weapon and bot supported.
A custom in-game and main menu dedicated for customizing Fritzbot related settings and keybinds.
Full support for Limited Life game mode. (also known as Last Man Standing in some circles)

a couple of buddies of mine (thanks [i]Bite_Me & Deadeye[/i]) had started playing it again, they had also started to spread the word, and asked what I could do to help.
So, here it is, from what I remember of it, it\'s a kick-ass mod, and deserves a long life!

RTCW - ever. With new weapons, new sounds, new models, new maps, new gameplay mechanics, and new GUI, DG provides exactly what you\'d expect from a modification. However, the core gameplay of Return to Castle Wolfenstein is relatively unchanged. It still looks and feels like Wolfenstein, but plays like RTCW on steroids!
The game is extremely configurable from a ServerSide standpoint, to an extent such that you can almost change the gameplay entirely just by changing convenient config settings. However, the main gametype centers around a common goal - search out the enemy\'s generator and destroy it before their team can carry back enough parts to build it to 100% status. At the same time, you are trying to build your generator up to 100% status. This mod makes for extremely intense gameplay moments, I promise you that.
DeGeneration Online Documentation (look here for server config options and much much more!):
http://www.planetwolfenstein.com/tramdesign/degeneration/documentation/index.html
By the way... Did I mention this mod is MAC SUPPORTED?
What a phenomenal release by Tram Design, and the perfect addition to accent the game we all know and love - Return to Castle Wolfenstein!

sounds
Contains hitsounds
bugfixes
g_emptyscript no longer executes during warmups or intermissions
2 serious server-crash exploits fixed. admins may configure the server to perform various actions against players who try to crash the server with these exploits. g_exploitaction 0 logs the player, g_exploitaction 1 kicks the player, g_exploitaction 2 perm bans the player via guid.
no lowscore kicks during warmup
optimizations
remaining bot code removed
lower cpu usage for maps with lots of props
sinking corpses and items now take virtually zero bandwidth (they used to take lots)
hitsounds
New quake3-style hitsounds are available if the server has the media pack installed. Server may enable them for all players by default with g_hitsound 1. Players may toggle hitsounds on and off with /hitsound.
deployable mg42
deployable mg42 now has limited ammo. lieutenants may refill deployable mg42s via ammopacks.
uber +activate
+activate on players shoves them
+activate while pointing at a dead player performs a medic lock
+activate while crouched opens doors silently
anti name spamming
g_maxNameChangesAllowed (default 6) prevents players from spamming the server with name change scripts. The value for this cvar is the same as g_voiceChatsAllowed, eg how many changes allowed in a 30 second period.
anti chat spamming
g_maxChatRepeats (default 3) defines the number of times a player may say the same text in a row. this helps prevent annoying clan recruitment messages and other similar chat spams.
force client downloads
On pure servers (g_pure 1), clients may still be able to connect with missing pk3 files if they have cl_allowdownload 0. This is a bug in the rtcw server engine. You may force all clients to download server referenced pk3 files with g_forcedownload 1
landmines
New ET-style landmines, enabled via g_mines 1 (default 0)
Players drop them with /mine and arm them with pliers.
Spies may spot enemy mines, and score 1 point for doing so.
Optional mine model pack may be installed on the server for realistic mines and mine flags. If you deploy the mine model pack on your server, it is recommended to set g_forcedownload 1 so that clients do not get corrupted models if they connect without the pk3.
scout
No longer slowed down when dropping decoys
Scout decoys float in water with g_floatitems 1
goldrush
Players killed with more than 15 gold explode.
g_mingold allows admins to set a minimum amount of gold allowed before cashing in at a checkpoint.
8-level semiadmin
There are now 8 levels of semiadmin, controlled through g_semiadmincmds1-8 and g_semiadminpassword1-8
To auto-login a player into a specific semiadmin level, eg semiadmin level 5, put the word "semiadmin5" in their guid file.
kick callvotes
Kick callvotes now display the number of teamkills the player has committed, if any.
clientkill
Alternate names for this command are now zap,zot,lightning
complaints
Automatically /vsay ff when players file complaints.
fireteams
Type /ft ? or /fireteam ? in console for full instructions.
short team overlay
Type /overlay to cycle through new team overlay modes.
spies
spies may be unmasked with binoculars
spy starts with smg and 1 clip
spy knife does 60 damage
spy knife backstab always kills
tk complaints
players no longer allowed to file complaints against semiadmins.
misc
gibbing yourself no longer penalizes -3
shove is delagged now
knife is delagged now
spectator
attack cycles to next player as normal, but /alt cycles to the previous player...
+activate while pointing at a player jumps to spectating that player directly. +activate while spectating a player drops you back out into free floating spectator mode.
pliers
pliers can hurt players now
pliers work underwater
naughty player punishment
drunk (clientnum) - makes a player drunk, sober (clientnum) removes it.
flip (clientnum) - flips a player's screen, unflip (clientnum) removes it.
map timelimit
Admins may extend the map time with addtime . minutes may be negative.
new defaults
g_settings, g_players, g_choosesmg default to 1
g_kickablegrenades default to 1
g_throwablepacks default to 3 (both ammo and medpacks)
g_dropclips defaults to 1
g_shove defaults to 1
g_revivedismisscomplaint defaults to 1
g_playdead defaults to 1
g_warmupDamage defaults to 1
g_waterRevive defaults to 1
g_ammoHints defaults to 1
g_medicmultirevive defaults to 1
g_audiblecountdown defaults to 1
linux
map-specific scripts are always lowercased (to prevent players from circumventing map-specific configs by callvoting a map with a mixed-case map name)
For more information, see the Bani Mod Official 1.1.99 Beta Thread

they existed, but neither the U.S. Goverment nor scientific community put much stock in the plans. It was now apparent someone did and Franklin D. Roosevelt ordered a full investigation into Tesla\'s death with hopes of retrieving the missing papers to find out why.
Almost a full year later, just as Rome crumbled, British soldiers confirmed the Allies\' greatest fear as they retrieved the missing papers from an overrun camp in Sicily. Frantically, Britain and the U.S. began pouring more resources into researching \"Project Tesla\" and after just a few short months found they were racing towards the final stages of its construction. Soon they would be on par with the Axis who, because of their early start, were also making great progress.
Regardless, one key element remained. The Death Ray plans called for a power source of great magnitude. They needed a generator stronger than anyone had ever built before. Unfortunately, after polling the surrounding areas, it was clear that the shortage of parts, due to war efforts, meant that the project would have to be moved. As the Allied scouts set out for parts, commanders get word that the Axis powers are already planning an offensive in their direction hoping to thwart their efforts.
This file patches your Degeneration to v1.11.

they existed, but neither the U.S. Goverment nor scientific community put much stock in the plans. It was now apparent someone did and Franklin D. Roosevelt ordered a full investigation into Tesla\'s death with hopes of retrieving the missing papers to find out why.
Almost a full year later, just as Rome crumbled, British soldiers confirmed the Allies\' greatest fear as they retrieved the missing papers from an overrun camp in Sicily. Frantically, Britain and the U.S. began pouring more resources into researching \"Project Tesla\" and after just a few short months found they were racing towards the final stages of its construction. Soon they would be on par with the Axis who, because of their early start, were also making great progress.
Regardless, one key element remained. The Death Ray plans called for a power source of great magnitude. They needed a generator stronger than anyone had ever built before. Unfortunately, after polling the surrounding areas, it was clear that the shortage of parts, due to war efforts, meant that the project would have to be moved. As the Allied scouts set out for parts, commanders get word that the Axis powers are already planning an offensive in their direction hoping to thwart their efforts.

With new weapons, new sounds, new models, new maps, new gameplay mechanics, and new GUI, DG provides exactly what you'd expect from a modification. However, the core gameplay of Return to Castle Wolfenstein is relatively unchanged. It still looks and feels like Wolfenstein, but plays like RTCW on steroids!
The game is extremely configurable from a ServerSide standpoint, to an extent such that you can almost change the gameplay entirely just by changing convenient config settings. However, the main gametype centers around a common goal - search out the enemy's generator and destroy it before their team can carry back enough parts to build it to 100% status. At the same time, you are trying to build your generator up to 100% status. This mod makes for extremely intense gameplay moments, I promise you that.
DeGeneration Online Documentation (look here for server config options and much much more!):
http://www.planetwolfenstein.com/tramdesign/degeneration/documentation/index.html
By the way... Did I mention this mod is MAC SUPPORTED?
What a phenomenal release by Tram Design, and the perfect addition to accent the game we all know and love - Return to Castle Wolfenstein!

listed in the enclosed the INSTALL.txt file.
To start up a DEDICATED OSP server, in a DOS shell, type:
---------------------------------------------------------
WolfMP +set dedicated 2 +set fs_game osp +exec .cfg
To start up a LISTEN OSP server (where a client and server
run in the same machine), type:
----------------------------------------------------------
WolfMP +set fs_game osp +exec .cfg
=======
Details
=======
There have been MANY features added to the default Return to Castle
Wolfenstein multi-player game:
- Enhanced match mode play, with all commands needed to conduct
organized games on any server (pausing, team locking, ready-up, etc.).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands
available to control the match and players.
- "Multiview" spectator support for in-game and demo playback, with
the ability to spectate multiple players at once within a
convenient windowing environment.
- Configurable client-side modifications that allow for extra visual
settings.
- Enhanced UI with additional "tooltip" help information on added OSP
options, in all supported languages.
- "Democast" support for demo/shoutcast synchronized playback.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn
times are still the same for each side on each map, but the offsets of
when they count down to 0 is now completely randomized.
cg_drawcrosshairnames: 0 - none, 1-On-All, 2-On-NoAmmo
[*] Add: chat beep options (cg_chatbeep - 0/none, 1/all, 2/teamchat only)
--> Different tones for normal and team chat
[*] Add: Teammates who are dead but revivable are shown with a "*" to the left of their
class/name on the team overlay.
[*] Add: Replaced unbound commands displaying "???" with "[command_name]" so you
can tell what the actual command for the bind supposed to be.
[*] Add: "ready" status shown (on the scoreboard) for players in warmup:
- red "?" = not ready
- green "!" = ready
[*] Add: Demo player:
- Dir listing/navigation
- Double-click to expand dir
- Double-click to load a demo
- On/off button for timedemo
[*] Add: option to ignore players:
- ignore
- no gives usage + current ignore list
- of -1 means ignore all
- ignore_remove
- of -1 removes all ignores[/list]

-----------------------
Created by the muffin man
copyright All Star design 2003
www.themuffinman.tk
chickenmassacre@hotmail.com
Installation Instructions;
Please extract mp_pak_orchestra.pk3 to your RTCW\\main directory (e.g. \"c:\\program files\\return to castle wolfenstein\\main\")
File Info;
This file is a soundpack mod for RTCW, it is a unique soundpack that turns Wolfenstein into a music creation software. Each shot you make, hit you take, and move you make will give out a different sound. This is great in a group to record a full song.
Please get your clan together and make a song using this mod and send to chickenmassacre@hotmail.com
or post on www.themuffinman.tk
The best one will be made available for download on www.themuffinman.tk
This mod is obviously not intended to be used in actual game play but by all means do, its hella funny!
Version changes:
1.0.
Original Version
1.1
added world ambient sounds
added no ammo sound and change weapon sounds
changed a few other sounds
updated readme

theThirdReich out so people new i wasn't joking about doing a mod.[/quote]Here's a brief description of this mod:
[quote]The game is divided into missions, which in turn form a campaign. Missions are essentially multiplayer levels into which the players are dropped. To "win" each missions, a team must accumulate as many points as possible. Points are gathered by accomplishing different objectives, as defined by the rules of engagements. Some objectives are pretty standard and remain the same throughout the game ( such as killing enemy players ). Other objectives are mission-specific. They are generally more difficult to accomplish and most of them require good teamplay. However, they are also worth more points. A mission ends when a team has reached all of its assigned mission objectives or once it has killed every member of the opposing team.
Players are divided into two teams at the beginning of a campaign. They are either part of the Allied or the German forces. The makeup of each team will remain the same throughout the campaign. This means that the Allied players will play as the Allies in every mission, until the end of the campaign, same thing for the German players. Once the campaign ends, the roles will be reversed, meaning that the players who played the Allies, will now play the Germans and vice versa.
The weapons to be used by the players will be taken directly from those present during W.W.II. When possible, we will try to keep their statistics as true to life as possible, but for the sake of gameplay, this might not always be a viable option. We won't hesitate to change a weapon's statistics in order to keep the game balanced and fun.[/quote]

note, that you [b]MUST[/b] have RTCW installed on your computer and a working CD key in order to play WildWest.
If you're tired of the fast paced spawn-run-die atmosphere of most FPS games, or if you're just looking for something different, then you're in the right place! The community is modest in size, and some of the most friendliest you'll ever come across! The maps are top-notch, and with the anti-lag code in this new version, it's a fairly level playing field for all! Although all players in the WildWest community will help you with objectives, locations, and directions...it's important to note that the official testers of the game will be displaying the [b]=WW=[/b] tag; (not to be confused with a clan tag) What does this mean? It means that these people are obligated to answer your questions, and/or show you around the maps along with any secrets within the maps;
If you are having any issues, or require more information, you can either post it here, or check the Gaming Forums thread located [url="http://forums.filefront.com/showthread.php?p=2049953#post2049953"]here[/url].

note, that you [b]MUST[/b] have RTCW installed on your computer and a working CD key in order to play WildWest.
If you're tired of the fast paced spawn-run-die atmosphere of most FPS games, or if you're just looking for something different, then you're in the right place! The community is modest in size, and some of the most friendliest you'll ever come across! The maps are top-notch, and with the anti-lag code in this new version, it's a fairly level playing field for all! Although all players in the WildWest community will help you with objectives, locations, and directions...it's important to note that the official testers of the game will be displaying the [b]=WW=[/b] tag; (not to be confused with a clan tag) What does this mean? It means that these people are obligated to answer your questions, and/or show you around the maps along with any secrets within the maps;
If you are having any issues, or require more information, you can either post it here, or check the Gaming Forums thread located [url="http://forums.filefront.com/showthread.php?p=2049953#post2049953"]here[/url].

are some noteable fixes in this version of DeGeneration. For starters there is no longer a .EXE file, all instaling is now done by simply unzipping the folder, in addition support for MAC's has finally been added.
Full List of Bug Fixes and Enhancements
--------------------------------------
Fixed - Player kicks at map change resolved
Fixed - scoreboard clientnames repeating when player count greater than 30
Fixed - spectator mode message "following" overlapped with player name
Fixed - Referee voting not available
Fixed - Ready up instructions being displayed in intermission when g_doIntermission is not set
Fixed - g_partValueScale cvars not duplicated on clients
Fixed - life stats not recording ammo given for LT
Fixed - Killed player records death when tk'd
Fixed - Client ready status cleared on respawn during warmup
Fixed - Intermission stopwatchmode "stopwatch now set to X:XX" offsets
scores
Fixed - Warmup respawn is not instant
Fixed - client memory usage continuously increase on map change
updated - clients changing teams now retain their score
Updated - scoreboard now shows all players in server (max 64)
Updated - scoreboard Timelimit display shows time limit
scenerio as "(scenerio name) timelimit: (XX:XX)/(OVERTIME!)" ; static
total timelimit while in warmup; "No timelimit" if there is no
timelimit set
Updated - hud shows timelimit scenerio below time display
Updated - hud shows "OVERTIME" instead of "0:00" if timelimit has run out
Updated - Warmup display now shows "Gametype: (gametype) (scenerio name) timelimit: XX"
Updated - team score total is now kept seperate from dynamic team score total
Updated - Referee vote now passes automatically
Updated - Disabled complaint popups during warmup
Updated - Ingame server browser now shows only DeGeneration servers

has put together one awesome multi-player mod which is centered around the completion of your team's generator or the destruction of your opponents generator in order to win the game. I had the pleasure of BETA testing this mod for the past couple of months, and I must say I am psyched. I wonder how many downloads this puppy is going to get here on RTCW Files alone - my bet is 10 - 20 thousand downloads :p.
Get this mod now and start fragging with what could very well be the most fun modification I have ever played! :rock:
Editor's Rating:
As you can see, I also provided a rating on this mod. I would like to explain how I made my decisions... First off, Tech got a 9/10 because many of the stock textures, sounds, voices, and animations have yet to be changed. However, there is just so much new content that all of the un-changed content is negligible.
Fun Factor received a 10/10 for one simple reason - this mod = :rock:.
Balance was rated a 10/10 because it is a well-rounded mod that induces great teamwork. Each side can choose to defend and build their generator or attack and destroy the enemy generator. From main gametype performance to smaller details such as mobile MG-42's this mod is quite balanced. For instance, you need an engineer to disassemble and assemble an MG-42 but they are not allowed to carry the weapon themselves ;).
Stability received a 9/10 because during testing there was one or two maps that on occasion would have excessive packet-loss errors which caused the player to experience tremendous amounts of lag. They tweaked and fixed much of it, but it is still present on occasion. Nothing bad enough to lower the rank any lower than a 9 in this category though.
Quality gets a 10/10 because an excruciating amount of detail went into making this mod. Between paraspawns, mobile MG-42's, Crates that fall from the sky containing parts, Generators, and the cutscenes this is a very high quality modification. Oh, and by the way, the theme music is bound to make you :rock: exactly the way the smiley does it hehe.
Creativity was a tough rating. I could not pull myself to give it a 10. I would have preferred to give it a 9.5/10 but it was not an option. The DG team focused the mod around Nikola Tesla. However, a good chunk of RTCW's single-player plot was also based around Tesla's experiments. However, the impressive gametype the DG team came up with deserves a very high rating all by itself. It provides the most fun I have had in years with a First Person Shooter. Thus, Creativity clocks in at 9/10.
Overall rating (my overall rating, not mathematic's overall rating :p) is a 9.5/10. I believe this mod has great potential. This is only the BETA release and it will shock you when you see just how well-rounded this first BETA actually is. I remember the first BETA of Desert Combat (the most popular modification for Battlefield 1942). I remember being wowed by it. Looking back on it now, I laugh as Desert Combat has evolved so much. Assuming DeGeneration does the same thing, it is hard to imagine how great this mod might develop into!
Great job Tram Design!! :rock: Great Job!!!

|TFP|RED-BARON =
=================================================
This package is part of a set of different skin
and sound packs for RTCW. The serie is labeled as:
mp_x_.pk3
==================
= how to install =
==================
Remove any other sound and skin packs in your \"main\"
folder an in your modfolders (like \"shrubmode\") of
your \"Return to Castle Wolfenstein\" folder!
Copy all \".pk3\" files in the \"Main\" folder of your
\"Return to Castle Wolfenstein\" directory.
That\'s all!
NOTE: Will NOT work on pure servers.
NOTE: Do not *rename* this file in any way!
OTHERWISE IT WILL *NOT* WORK!!!
=============================
= how to use the soundfiles =
=============================
To use the new voices, there are two ways: take the
quickchatmenu or use them direct with keybindings!
These new commands are added:
Sniper, Grenade, SFallBack, SLeftflank, SRightflank,
SMoveIn, OpenFire, SNow, SFire, Gotone, Hold, CoverYou,
Fun, Getdown, Attack, Tooklong, Onmyway, Crazy, Enemy
Quickchatmenu:
v71 Sniper! v81 Took long enough!
v72 Grenade! v82 On my way!
v73 Left flank! v83 The enemy!
v74 Right flank! v84 You are crazy!
v75 Fall back! v85 Enemy down!
v76 Move In! v86 Get down!
v77 Open Fire! v87 Now!
v78 Hold position! v88 Fire!
Bindings (examples):
bind o \"vsay_team Sniper\"
bind k \"vsay_team Getdown\"
bind 9 \"vsay_team SNow\"
===================
= to server hosts =
===================
It would be easier for the public if the servers
are labeled as a host for custom packs. So if you
host a server and it is allowed to use skin or sound
packs, or you uploaded this packs, please label it
for the public.
==================
= special thanks =
==================
Testing: Berzerkr (GER), City][Sepp, City][kc2k,
City][Fidel, City][Faddi, City][Oldie,
City][Cooper, City][Maverick, City][CDFresser,
HerrK and to all others, that I forgot!
GFX: CobraCommander and xlr8shun for using some of
their well done graphics! :WS:Tspoon for using
his marvellous fonts and for skinning the logo!
Server: [4 Black Scorpions Clan](they didn\'t know it, but
I\'ve been using their server to try out the skin
and sound packs, I joined as a \"SPECTATOR\" and
blocked other players! ;)
===========
= contact =
===========
WolfensteinCity: http://www.rtcw-city.de
TheFearlessPigs: http://www.tfp-clan.de
Email: schubi@rtcw-city.de

listed in the enclosed the INSTALL.txt file.
To start up a DEDICATED OSP server, in a DOS shell, type:
---------------------------------------------------------
WolfMP +set dedicated 2 +set fs_game osp +exec .cfg
To start up a LISTEN OSP server (where a client and server
run in the same machine), type:
----------------------------------------------------------
WolfMP +set fs_game osp +exec .cfg
=======
Details
=======
There have been MANY features added to the default Return to Castle
Wolfenstein multi-player game:
- Enhanced match mode play, with all commands needed to conduct
organized games on any server (pausing, team locking, ready-up, etc.).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands
available to control the match and players.
- "Multiview" spectator support for in-game and demo playback, with
the ability to spectate multiple players at once within a
convenient windowing environment.
- Configurable client-side modifications that allow for extra visual
settings.
- Enhanced UI with additional "tooltip" help information on added OSP
options, in all supported languages.
- "Democast" support for demo/shoutcast synchronized playback.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn
times are still the same for each side on each map, but the offsets of
when they count down to 0 is now completely randomized.
cg_drawcrosshairnames: 0 - none, 1-On-All, 2-On-NoAmmo
[*] Add: chat beep options (cg_chatbeep - 0/none, 1/all, 2/teamchat only)
--> Different tones for normal and team chat
[*] Add: Teammates who are dead but revivable are shown with a "*" to the left of their
class/name on the team overlay.
[*] Add: Replaced unbound commands displaying "???" with "[command_name]" so you
can tell what the actual command for the bind supposed to be.
[*] Add: "ready" status shown (on the scoreboard) for players in warmup:
- red "?" = not ready
- green "!" = ready
[*] Add: Demo player:
- Dir listing/navigation
- Double-click to expand dir
- Double-click to load a demo
- On/off button for timedemo
[*] Add: option to ignore players:
- ignore
- no gives usage + current ignore list
- of -1 means ignore all
- ignore_remove
- of -1 removes all ignores[/list]

Gringo Starr, and conversion of Kung-Fu-Grip originally by Hummer, ported to WildWest by Capt.Queeg
[*]New weapon models
[*]New player pain animations
[*]And more...[/list]
A HUGE thank-you to diligent our testers, and all those involved with helping
develop this major update to the mod. I personally think we have done a
fantastic job, and any of you who tried the older versions will be very
happy with the additions / enhancements & improvements included in this
new release.

Gringo Starr, and conversion of Kung-Fu-Grip originally by Hummer, ported to WildWest by Capt.Queeg
[*]New weapon models
[*]New player pain animations
[*]And more...[/list]
A HUGE thank-you to diligent our testers, and all those involved with helping
develop this major update to the mod. I personally think we have done a
fantastic job, and any of you who tried the older versions will be very
happy with the additions / enhancements & improvements included in this
new release.

browser will filter the servers running santamod for you.
Server admins, simply run santamod as you would any other mod, by adding "+fs_game santamod" to your command line
I have included a sample santa_server.cfg file which you may want to use, in which case you may want to edit
the MoTD, server name, max_rate , add a rotation script ect.
A command line emaple to run a internet server:
wolfMP.exe +set dedicated 2 +set sv_punkbuster 1 +set com_hunkMegs 64 +set com_zoneMegs 24 +set vm_game 0 +set fs_game santamod +exec santa_server.cfg
Enjoy this festive treat from Hewster
http://www.the-wildwest.co.uk

browser will filter the servers running santamod for you.
Server admins, simply run santamod as you would any other mod, by adding "+fs_game santamod" to your command line
I have included a sample santa_server.cfg file which you may want to use, in which case you may want to edit
the MoTD, server name, max_rate , add a rotation script ect.
A command line emaple to run a internet server:
wolfMP.exe +set dedicated 2 +set sv_punkbuster 1 +set com_hunkMegs 64 +set com_zoneMegs 24 +set vm_game 0 +set fs_game santamod +exec santa_server.cfg
Enjoy this festive treat from Hewster
http://www.the-wildwest.co.uk

resolution.
[*]Several textures have been used from unknown community sources. If you see an object that belongs to you, please notify the mod team so credit can be attributed.[/list]
-Enjoy!
Installation:[list]
[*]Download the zip files containing the BoB Mod demo.
[*]Create a folder called "BoB" in the RtCW directory.
[*]Place all of the contents of the zip (3 pk3s, two dlls, and two txts) into the BoB folder
[*]Run RtCW, and select the BoB mod from the mod listing.[/list]
-Play!
What's in the BoB Mod Demo:
[list][*]All weapons are stronger and have historically accurate rates of fire. Venom has been modelled after the BAR. Weapon ranges/accuracies/clip sizes have also been remodelled.
[*]Scoped removed from the mauser rifle.
[*]Running speeds adjusted depending on weapon carried.
[*]Reloads allowed while leaning.
[*]Syringes can be used underwater.
[*]Panzerfaust no longer requires a spinup time. Fires immediately after trigger is pulled.
[*]Weapons recoil when fired. Crouching decreases the recoil.
[*]Gravity increased (was 800, now 1050).
[*]Replaced Airstrikes with Red Smoke Grenades. Medics and Lieutenants have Smoke Grenades.
[*]Enhanced locational damage. Legshots will slow a player down. This can be healed by medics.
[*]Flamethrower is 2x stronger.
[*]Bodies disappear after one minute.
[*]Only Americans can start with Thompsons, only Germans can start with MP40s.
[*]Medics have no primary weapon.
[*]Grenades can be thrown slightly farther.
[*]Altered death messages.
[*]Repositioned first person models. If you do not like the new ones, type "/cg_ironsites 0" in the console. "/cg_ironsites 2" will enable them.
[*]Removed the trails that followed grenades and mortars.
[*]Weapons bob more.
[*]SMG's produce smoke when fired, accept Sten MKII (Suppressed).
[*]Sharpened weapon skins.
[*]New thirdperson Thompson model.
[*]New knife model, a bayonette.
[*]Allied Lieutenants and Soldiers have grenades on torso models.
[*]Each class has a unique face.
[*]New menu, with new music.
[*]As many "Wolf" insignias have been removed as possible, most replaced with Iron Crosses.[/list]

basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, with all commands needed to conduct organized games on any server (pausing, team locking, ready-up, etc.).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- "Multiview" spectator support for in-game and demo playback, with the ability to spectate multiple players at once within a convenient windowing environment.
- Configurable client-side modifications that allow for extra visual settings.
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- "Democast" support for demo/shoutcast synchronized playback.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

modifications to class structures, etc.), rather, it enhances what already is there in the basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, with all commands needed to conduct organized games on any server (pausing, team locking, ready-up, etc.).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- "Multiview" spectator support for in-game and demo playback, with the ability to spectate multiple players at once within a convenient windowing environment.
- Configurable client-side modifications that allow for extra visual settings.
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- "Democast" support for demo/shoutcast synchronized playback.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

source
Single & Duel colt fire rate has been decreased, and quick tapping of fire button now has no increased effect on fire rate.
Single colt is power is raised from 30 to 35.
Duel colt power has been increased from 24 to 30.
Single colt accuracy has been decreased.
Duel colt accuracy has been increased.
Henry power is increased from 42 to 45.
Henry accuracy increased slightly.
Musket reload is now always manual, so you can change weapon straight after you have fired, without waiting for the reload first.
Focused Musket aim movement has been increased.
Knife damage is now approx 50% less.
Health re-charge is now 2 points per second up to 35, if stamina is over 75% full.
Health re-charge is now 1 point per second over 35 up to 70, if stamina is 85% full.
Players can always do a minimum jump height of around 35% of maximum, no matter how low their health or stamina is.
Class starting & maximum ammo amounts has been adjusted. Overall these amounts are lower, in particular the amount of explosives all classes can carry.
Both fused Bombs and TNT sticks now extinguish in water.
Introduction of foreign language menu’s (although still not fully translated).
Bug fixes:
Joining a WildWest game from 3rd party game browsers should now not cause any problems.
There was a problem with the game loading some original wolf models & sounds.
Joining a WildWest game from standard wolf game browser, after playing standard wolf, is now nearly perfect, some gun sounds still remain, but I can live with that.
There are several other tweaks and adjustments.

source
Single & Duel colt fire rate has been decreased, and quick tapping of fire button now has no increased effect on fire rate.
Single colt is power is raised from 30 to 35.
Duel colt power has been increased from 24 to 30.
Single colt accuracy has been decreased.
Duel colt accuracy has been increased.
Henry power is increased from 42 to 45.
Henry accuracy increased slightly.
Musket reload is now always manual, so you can change weapon straight after you have fired, without waiting for the reload first.
Focused Musket aim movement has been increased.
Knife damage is now approx 50% less.
Health re-charge is now 2 points per second up to 35, if stamina is over 75% full.
Health re-charge is now 1 point per second over 35 up to 70, if stamina is 85% full.
Players can always do a minimum jump height of around 35% of maximum, no matter how low their health or stamina is.
Class starting & maximum ammo amounts has been adjusted. Overall these amounts are lower, in particular the amount of explosives all classes can carry.
Both fused Bombs and TNT sticks now extinguish in water.
Introduction of foreign language menu’s (although still not fully translated).
Bug fixes:
Joining a WildWest game from 3rd party game browsers should now not cause any problems.
There was a problem with the game loading some original wolf models & sounds.
Joining a WildWest game from standard wolf game browser, after playing standard wolf, is now nearly perfect, some gun sounds still remain, but I can live with that.
There are several other tweaks and adjustments.

nearly all weapons, especially the Thompson SMG.
Increase the damage and spreads of all weapons. It's a lot harder to kill someone across an entire map with an SMG now.
Movement speeds changed depending on whatever primary weapon you hold, even SMGs.
Scope removed from the Mauser. The mauser is very accurate now without it. If you still want to snipe, drop the Mauser and pick it up again. This is a dumb glitch I can't figure out.
Mauser magazine reduced to five rounds.
Mauser soldiers have 30 rounds total.
Medics are now able to revive enemy players and will recieve points for doing so. You don't have to help the enemy if you don't want to.
Medics do not start with a primary weapon. Medics should not attack or be attacked. Not saying it won't happen though. It's up to the players.
African American skins removed. I am not being racist with this. African American forces were scarce in WWII. Do you actually believe a bunch of Caucasian soldiers in the 1940s would be taking orders from an African American Lieutenant? Please take no offense from this change. It is a realism mod.
Rates of fire increased for the SMGs and the MG42. Decreased for the Mauser.
New sounds for almost all weapons.
Point system adjusted for balance.
Panzerfaust soldiers get only two rockets. They also move faster.
Soldiers get one extra magazine for SMGs.
Medics have double the default syringes.
Venom has been converted into a slow firing, accurate infantry support weapon. It has the qualities of an older Gatling Gun.
Tracer visibility decreased.
Medics are easier to identify (armband and allied helmet has red cross now).

CDs. While some sounds from these are perfect and need no editing, not many are, and unfortunatley RTCW makes use of a lot of these. This in my opinion make things all to familiar. Familiarity breeds contempt. This in turn is a big stumbling block when it comes to effective immersion of the player in the game world. You\'ll find in this mod new sounds for the weapons firing. They were designed especially to blend into the atmosphere and immerse you in the fantastic world of RTCW.\"

from the opposite team. When he revives a victim from the other team, the victim gets converted to the medic\'s team.
When there\'s only one player remaining in a certain team, the game enters bunny mode, and that player becomes the bunny. The bunny is a powerful player with a lot of health and an altered venom gun (does more damage, doesn\'t heat up, and doesn\'t slow you down).
As a bunny you can do 2 things, you can try to last out the rest of the gametime, which is a fairly hard thing to do. Most players decide to go hiding, but with like 7-15 other players looking for you, you\'ll be found sooner or later.
As an alternative, the bunny can revive one person back to full health. After that he\'s bunny no longer, but his team is back up to 2 players. Of course, if you end up reviving a soldier, and you\'re an engineer yourself, it\'ll be fairly hard to convert more players to your own team. So play it smart.
Their are a few ways to \'win\' the game:
When one team fully converts the other, the final bunny is the ultimate loser. The bunnykiller and bunnyreviver are more or less the winners of the game.
If the gametime is over and there\'s no bunny at that time, the winning team is the team with most players in it.
If the gametime is over and there is a bunny left, that bunny is the big winner, since he managed to stay alive until the end of the game.

the other team, the victim gets converted to the medic's team.
When there's only one player remaining in a certain team, the game enters bunny mode, and that player becomes the bunny. The bunny is a powerful player with a lot of health and an altered venom gun (does more damage, doesn't heat up, and doesn't slow you down).
As a bunny you can do 2 things, you can try to last out the rest of the gametime, which is a fairly hard thing to do. Most players decide to go hiding, but with like 7-15 other players looking for you, you'll be found sooner or later.
As an alternative, the bunny can revive one person back to full health. After that he's bunny no longer, but his team is back up to 2 players. Of course, if you end up reviving a soldier, and you're an engineer yourself, it'll be fairly hard to convert more players to your own team. So play it smart.
Their are a few ways to 'win' the game:
When one team fully converts the other, the final bunny is the ultimate loser. The bunnykiller and bunnyreviver are more or less the winners of the game.
If the gametime is over and there's no bunny at that time, the winning team is the team with most players in it.
If the gametime is over and there is a bunny left, that bunny is the big winner, since he managed to stay alive until the end of the game.
New in this release (among other stuff) is the addition of (pretty basic) per-class experience levels. Depending on your amount of kills (and revives, medpacks, ammopacks is you're a medic/lieut) you will reach a certain XP level (you can see your XP at the bottom of your HUD. There are 8 xp levels per class, your XP keeps growing as long as you stay connected to the server (that means it remains the same when there's only a mapchange). You can see what xp level a guy is by the color of the name above his head. You can also see this of the enemy players. It can be of great advantage for your team to first try to convert high xp ppl, since these have better 'player mods'. They do more damage per shot, have more health, give more health or ammo in their packs... stuff like that.

characteristics, modifications to class structures, etc.), rather, it enhances what already is there in the basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, utilizing player "ready-up" to force synchronized matches (all modes of play).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- Configurable client-side modifications that allow for extra visual settings.
- Ability for teams to "lock out" spectators to prevent giving away strategy and cheating posibilities with Internet voice communication mechanisms.
- Game "timeouts" for match play that allow for a pause in the action (i.e. a lagged/crashed player).
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

etc.), rather, it enhances what already is there in the basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, utilizing player "ready-up" to force synchronized matches (all modes of play).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- Configurable client-side modifications that allow for extra visual settings.
- Ability for teams to "lock out" spectators to prevent giving away strategy and cheating posibilities with Internet voice communication mechanisms.
- Game "timeouts" for match play that allow for a pause in the action (i.e. a lagged/crashed player).
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, utilizing player "ready-up" to force synchronized matches (all modes of play).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- Configurable client-side modifications that allow for extra visual settings.
- Ability for teams to "lock out" spectators to prevent giving away strategy and cheating posibilities with Internet voice communication mechanisms.
- Game "timeouts" for match play that allow for a pause in the action (i.e. a lagged/crashed player).
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

some of that periods most gruesome characters. An ex-Mexican army captain turned bandit, driven by a personal vendetta, has formed a mob of some of the most ruthless Mexican bandits to sweep a reign of terror through the land.
Players can choose to take on the role of a Bandit or Cowboy as these two groups confront each other in all out gunfights through various scenarios."

RTCW. For admins, banimod provides many new powerful features for controlling your servers. For players, banimod introduces unique new gametypes, player classes, and game modes. Every feature in banimod is optional and can be completely disabled if desired.
Cheat fixes:
The sniper no-recoil cheat
The "unkickable players" cheat
The ff-off team-switch cheat
The vsay cheat
The same-team disarm dynamite exploit
The engineer mg42 exploit
The mg42 suicide bug
Features for players:
Neil Toronto's "unlagged" code is integrated into the server, which makes the game playable for narrowband clients.
New game types - Goldrush, Assassin, King Of The Hill, Dynamite the Hill, and Ultra Checkpoint.
New player classes - Commanding Officer, Spy, Scout, Rocket Pilot
New weapon modes - instagib, headshot-only, poison knives
Low grav gameplay is now possible though the cvar g_airAccuracy and g_persistentgravity
Dynamite can now be shootable by the engineer who dropped it
Fearures for admins:
Administrators may grant "semi admin" access to give individuals limited server control without having to give full rcon access.
Individual maps may be locked out. Tired of mp_beach? Lock it out!
Individual votes may be locked out. Want to enable kick votes but disable map and gametype changes? It is now possible!
A powerful game menuing system is available.
Admins may allow players to vote to change gravity, speed, and other physics of the game.
Llamas and muppets making your pub servers intolerable? Anti-spawnkilling and anti-camping mechanisms are available.
Extended verbose logging of game events is available.
To install:
Win32: Make a directory at the same level as your wolfenstein/main directory called bani, eg wolfenstein/bani and put the qagame_mp_x86.dll file there. Start up the server as usual but with the addition of +set fs_game bani on the command line.
Linux: Make a directory ~/.wolf/bani and put the qagame.mp.i386.so file there. Add the parameter +set fs_game bani to your server commandline.
See Bani's Site for further information.

basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, utilizing player "ready-up" to force synchronized matches (all modes of play).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- Configurable client-side modifications that allow for extra visual settings.
- Ability for teams to "lock out" spectators to prevent giving away strategy and cheating posibilities with Internet voice communication mechanisms.
- Game "timeouts" for match play that allow for a pause in the action (i.e. a lagged/crashed player).
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

features.
Bani Mod makes numerous changes and improvements to gameplay, most at the option of the administrator. The main features include:
For admins:
-Admins now have much more control over their servers, and can decide how much control players may have over game parameters.
-Admins may allow players to vote to change gravity, speed, and other physics of the game.
-Individual maps and vote commands may be locked out.
-Anti-spawnkilling mechanisms are available.
-Logging of game events has been greatly improved.
-Various cheats have been eliminated! The big ones are the sniper no-recoil cheat and the vsay cheat.
For players:
-Neil Toronto's "unlagged" code is integrated into the server, which makes the game playable for narrowband clients.
-Entirely new weapon mode - instagib
-New game types - Gold Rush, King Of The Hill, and Ultra Checkpoint.
-Low grav gameplay is now possible though the cvar g_airAccuracy
-Dynamite is now shootable by the engineer who dropped it
To install:
Win32: Make a directory at the same level as your wolfenstein/main directory called bani, eg wolfenstein/bani and put the qagame_mp_x86.dll in there. Start up the server as usual but with the addition of +set fs_game bani on the command line.
Linux: Make a directory at the same level as your wolfenstein/main directory called bani, eg wolfenstein/bani and put the qagame.mp.i386.so in there. Alternatively, you may make a directory ~/.wolf/bani and put the qagame.mp.i386.so file in there. Start up the server as usual but with the addition of +set fs_game bani on the command line.

and unlimited-lives gameplay. Most of these changes are optional, at the administrator's discretion. The main improvements include:
-Ammo packs give pistol ammo to all and one syringe to medics
-Panzerfausts, Venoms, flamethrowers, and Mausers can be disabled
-Late joiners (15 seconds after round start) are automatically killed in limited or one-life games
-Helmets protect players from their first head shot, giving them only 5 damage, except in the case of a sniper, which still gives full damage
-The number of players on each team that still have respawns left is displayed when those figures change in limited or one-life games
-Gibs (when a player can no longer be revived) are recorded in console
-Players receive point bonuses or reductions for gibbing or team gibbing
-When LTs say "I'm a Lieutenant", they are told who the best person to give ammo to is and his location
-When a player dies, the nearest medic is asked to revive the fallen player and is given the appropriate location
-Players receive statistics on a per-life basis when they limbo, and statistics for the entire round when the round ends

and a knife. No pistol. Somewhere on the map is The Golden Gun. The Golden Gun kills a player in one shot. It shoots very slow so shoot wisely. Player with the most kills by the time the clock ends wins."
NOTE: This mod is in an early stage, and is thus not recommended for general use. Maps to be used by this mod must be custom made for it. At this time, there is only a horrible copy of mp_beach included.

any dead person, even if it's someone from the opposite team.
When he revives a victim from the other team, the victim gets converted to the medic's team.
When there's only one player remaining in a certain team, the game enters bunny mode,
and that player becomes the bunny. The bunny is a powerful player with a lot of health
and an altered venom gun (does more damage, doesn't heat up, and doesn't slow you down).
As a bunny you can do 2 things, you can try to last out the rest of the gametime, which is
a fairly hard thing to do. Most players decide to go hiding, but with like 7-15 other
players looking for you, you'll be found sooner or later.
As an alternative, the bunny can revive one person back to full health. After that he's
bunny no longer, but his team is back up to 2 players. Of course, if you end up reviving
a soldier, and you're an engineer yourself, it'll be fairly hard to convert more players
to your own team. So play it smart
Their are a few ways to 'win' the game:
When one team fully converts the other, the final bunny is the ultimate loser. The bunny-
killer and bunnyreviver are more or less the winners of the game.
If the gametime is over and there's no bunny at that time, the winning team is the team
with most players in it.
If the gametime is over and there is a bunny left, that bunny is the big winner, since he
managed to stay alive until the end of the game

the other team, the victim gets converted to the medic's team.
When there's only one player remaining in a certain team, the game enters bunny mode, and that player becomes the bunny. No matter what player class, the bunny gets syringes and a health of 160 (or higher in case of medic). Game ends when one team converts the other. Other objectives in a map are ignored.

unlimited-lives gameplay. Most of these changes are optional, at the administrator's discretion. The main improvements include:
-Ammo packs give pistol ammo to all and one syringe to medics
-Panzerfausts, Venoms, flamethrowers, and Mausers can be disabled
-Late joiners (15 seconds after round start) are automatically killed in limited or one-life games
-Helmets protect players from their first head shot, giving them only 5 damage, except in the case of a sniper, which still gives full damage
-The number of players on each team that still have respawns left is displayed when those figures change in limited or one-life games
-Gibs (when a player can no longer be revived) are recorded in console
-Players receive point bonuses or reductions for gibbing or team gibbing
-When LTs say "I'm a Lieutenant", they are told who the best person to give ammo to is and his location
-When a player dies, the nearest medic is asked to revive the fallen player and is given the appropriate location
-Players receive statistics on a per-life basis when they limbo, and statistics for the entire round when the round ends

that clients don't have to download or install anything in order to play on servers running the mod.
Admins now have much more control over their servers, and can decide how much control players may have over game parameters. Admins may allow players to vote to change gravity, speed, and other physics of the game. Individual maps and commands may be locked out. anti-spawnkilling mechanisms are available. Various cheats have been eliminated. Logging of game events has been improved.
Gameplay changes
Sten damage increased from 14 to 18 to compensate for overheating.
Pistols (colt, luger) now fire underwater.
Helmets reduce headshot damage from 50 to 25.
(mauser snipers can still kill with headshots though)
Engineers can now shoot their own dynamite.
(shooting dynamite won't trigger objectives though)
Players on your own team can't defuse your own dynamite.
Unscoped mauser is now as accurate as an mp40.
(unscoped damage reduced from 80 to 60)
No knockback effects on newly-spawned players.
The admin may choose to extend invulnerability time for newly-spawned players. Using a weapon forfeits your invulnerability.
Enemy fire on newly-spawned players increases their invulnerability time.
The admin may choose to enable an anti-spawnkilling feature -- if you try to kill a newly spawned player within an admin-specified time period, you take the damage instead.
Airstrikes will now randomly arrive within 2-6 seconds, instead of a fixed 1 second.
New callvotes available to players:
(server admin may disable any of these features at their discretion)
Unlagged
If you feel that unlagged is having an adverse effect on your gameplay, you may disable it.
/callvote delag 0 to disable unlagged mode
/callvote delag 1 to enable unlagged mode
Instagib weapon mode - unscoped mausers that kill with 1 shot
/callvote g_instagib 1 to enable instagib mode
/callvote g_instagib 0 to disable instagib mode
Goldrush game type - only works on checkpoint maps
* kill the enemy and steal their gold
* take your collected gold to the nearest flagpole to cash in
* the more gold you cash in at once, the more you score
* the team with the most points at the end of the round wins
* depending on admin settings, gold may weigh you down
/callvote g_goldrush 1 to enable goldrush game mode
/callvote g_goldrush 0 to disable goldrush game mode
Engineers, medics can now choose mp40 or thompson as default smg
/callvote mp40 to choose mp40
/callvote thompson to choose thompson
Players may choose to handicap themselves
/callvote handicap 50 reduces damage you inflict by 50%
Players can now vote to change various game physics:
/callvote g_gravity 800 to change gravity to 800 (default)
/callvote g_speed 320 to change speed to 320 (default)
/callvote g_knockback 1000 to change knockback to 1000 (default)
/callvote g_airaccuracy 1 enables accurate fire while in mid-air (eg for low-grav matches)
/callvote g_airaccuracy 0 disables accurate fire while in mid-air
Players can now vote to evenly shuffle the teams:
/callvote shuffle_teams evenly shuffles the players between teams

new users can install the patch easy.
you can also select what kind of patch you like to install :
blood patch
uniform patch
sound patch
voice patch[/quote]
ADDED 4/10/02:
[quote]sorry folk ,
i use win98se and while coding i forgot to test it on win2k and XP :-(
i code another installer next weekend who works on XP.
meanwhile do this:
rename all xyz.ddr files to xyz.pk3 and copy them manualy to your RTCW -->MAIN

unlimited-lives gameplay. Most of these changes are optional, at the administrator's discretion. The main improvements include:
-With ammo packs, Lts. give out syringes to medics and handgun ammo to everyone.
-Gibs are reported to players similar to the way kills are, and points are earned for gibs.
-Players are told how many players are left on each team.
-Nearest medic to a player in limbo is notified of such.
-Improved method of preventing joins to a game in progress.
-Panzerfaust can be disabled.
-Comprehensive logging and statistics.
-Players can be thrown in a random direction.
[quote]Short Description: shrub OLTL Mod, beta 2.02 includes several features designed to enhance One Life to Live play (though admins will most likely find some features useful for non-OLTL servers) including comprehensive stats, gib reporting/points, axis/allies left reporting, disabling start votes, "shoving" other players out of the way, and more! All this with no client downloads required!
Long Description:
Please see the readme.txt file for full details about this mod! Here's what's new for Beta 2.02:
Here's a highlight of some of the features added:
- Comprehensive statistics tracked on a per-round basis. These include kills, team kills, gibs, team gibs, revives, ammo given, health given, shots fired, shots landed, head shots, shots landed ratio, and head shots ratio. These stats can be accessed at any time using /stats. They are also automatically printed in console at the end of a round.
- /classes will display the number of each class on your team that are still alive and have respawns left.
- When you die, the nearest friendly medic is told that you have died and he/she is the nearest medic. If you haven't been revived after a period of time, the nearest med at that time is also reminded.
- Ammo packs now add pistol ammo.
- Added server command "fling" to throw someone up in the air and in a random sidewards direction.
- LT Damage return from 2.01 now auto-disables when an enemy is nearby.
Features useful particularly for OLTL play:
- If you die without any meds left on your team, you are told this.
This is in addition to a number of tweaks, optimizations and bug fixes on existing code and the addition of several more cvars for added customization. Please check the readme for full information.
Once again, this is an entirely server-side mod, requiring no client downloads! If you'd like to try it out, check out either jester.udpviper.com:27960 (30 person) or jester.udpviper.com:27966 (20 person). The 30-person server is quite busy during the evenings, and players spill over into the 20-person one. Thanks to all of you who have played it! In the first three days of release, Csports.net tracks over 380 unique players who have tried the mod.[/quote]

basic game. In addition to more controls for organized match play, OSP adds extras for casual play, such as weapon/match stats, enhanced voice-overs, helpful UI controls, more client options, etc.
There have been MANY features added to the default Return to Castle Wolfenstein multi-player game:
- Enhanced match mode play, utilizing player "ready-up" to force synchronized matches (all modes of play).
- Extensive in-game player and match statistics.
- Advanced and configurable voting system.
- Remote admin ("Referee") capabilities with many commands available to control the match and players.
- Configurable client-side modifications that allow for extra visual settings.
- Ability for teams to "lock out" spectators to prevent giving away strategy and cheating posibilities with Internet voice communication mechanisms.
- Game "timeouts" for match play that allow for a pause in the action (i.e. a lagged/crashed player).
- Enhanced UI with additional "tooltip" help information on added OSP options, in all supported languages.
- Enhanced latency support for laggier network connections.
- Truly random reinforcement time offsets on match starts. The respawn times are still the same for each side on each map, but the offsets of when they count down to 0 is now completely randomized.

limitation. The damage change brings the Sten closer to the single player damage.
-Mauser damage has been reduced from 80 to 40.
-Mauser spread has been drastically reduced. (you shoot straight)
Sniping damage is unchanged. This change only effects the mauser when you are not looking through the scope.
Damage was lowered to compensate for being able to shoot straight.
-Venom maximum heat increased slightly
-Venom cooldown rate increased slightly, You can shoot roughly 50 rounds before overheating now and the gun cools off slightly faster then before.
-Soldiers now spawn with 3 clips for the MP40, Thompson, and Sten
-Soldiers now spawn with 2 clips for the Mauser
-Soldiers now spawn with 1 clip for the Venom
-Medics and Engineers can now pick the MP40, Thompson, or Sten
-Medics now spawn with 1 clip for their SMG
-Lieutenants ammo packs now replenish the Luger and Colt ammo
-Lieutenants ammo packs now only use 20% of energy instead of 25%
-Medics health packs now only use 20% of energy instead of 25%
-Players can now have 6 clips for their Luger or Colt (48 rounds)
-Players can now have 4 clips for all other weapons except the flame thrower which is unchanged
----------------------------------------------------------------------------------------------------
The FG42 Paratrooper Rifle has also been added to this mod as well.

limitation. The damage change brings the Sten closer to the single player damage.
-Mauser damage has been reduced from 80 to 40.
-Mauser spread has been drastically reduced. (you shoot straight)
Sniping damage is unchanged. This change only effects the mauser when you are not looking through the scope.
Damage was lowered to compensate for being able to shoot straight.
-Venom maximum heat increased slightly
-Venom cooldown rate increased slightly, You can shoot roughly 50 rounds before overheating now and the gun cools off slightly faster then before.
-Soldiers now spawn with 3 clips for the MP40, Thompson, and Sten
-Soldiers now spawn with 2 clips for the Mauser
-Soldiers now spawn with 1 clip for the Venom
-Medics and Engineers can now pick the MP40, Thompson, or Sten
-Medics now spawn with 1 clip for their SMG
-Lieutenants ammo packs now replenish the Luger and Colt ammo
-Lieutenants ammo packs now only use 20% of energy instead of 25%
-Medics health packs now only use 20% of energy instead of 25%
-Players can now have 6 clips for their Luger or Colt (48 rounds)
-Players can now have 4 clips for all other weapons except the flame thrower which is unchanged
----------------------------------------------------------------------------------------------------
The FG42 Paratrooper Rifle has also been added to this mod as well.

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